I don't see how I admitted to anything, but moving on from that, I like this idea better anyway.
I didn't originally want to make it 3 mana because 3 mana is the most bloated spot for Hunters where there's a LOT of competition, but I made it 3 mana because it was the spot that made the most sense for it. At 2 mana, we already have Bomb Toss, Whirliglider, and Fireworks Tech for this sort of thing. At 4 mana, we have Explodinator. 3 makes the most sense because it has no Goblin Bomb support, except for arguably Spider Bomb.
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Click the image to go to my custom Time Traveler class.
Had a couple of ideas for this particular theme. If Hunter's Fireworks Tech were to set a precedent for their mechs, what would Paladin and Warrior give?
The Pit Crewman is the simplest, and probably needs refinement on its theme (for art and name), but also the most honest and straightforward, a way to keep your big mechs going after getting into a few scraps. Denton's condition I'm still trying to work out. Don't want it to just be "Battlecry: Give your Mechs Lifesteal," but is narrowing the decklist to "Kangor's Endless Army" plus 2 too restrictive? And as for the Schematic Runner, I figured Control Warrior running Dr. Boom, Mad Genius might like a little something in those "Control vs Control" match ups where you think you might be getting into Fatigue, and want to delay the clock, or at least keep your draw mechanics from being more harm than good. Plus, if you can target a particularly Magnetized mech, it might make a good late game topdeck.
Had a couple of ideas for this particular theme. If Hunter's Fireworks Tech were to set a precedent for their mechs, what would Paladin and Warrior give?
The Pit Crewman is the simplest, and probably needs refinement on its theme (for art and name), but also the most honest and straightforward, a way to keep your big mechs going after getting into a few scraps. Denton's condition I'm still trying to work out. Don't want it to just be "Battlecry: Give your Mechs Lifesteal," but is narrowing the decklist to "Kangor's Endless Army" plus 2 too restrictive? And as for the Schematic Runner, I figured Control Warrior running Dr. Boom, Mad Genius might like a little something in those "Control vs Control" match ups where you think you might be getting into Fatigue, and want to delay the clock, or at least keep your draw mechanics from being more harm than good. Plus, if you can target a particularly Magnetized mech, it might make a good late game topdeck.
Any of these interesting enough to keep refining?
I for one like how you're exploring Mech synergy for Paladin and Warrior. Pit Crewman seems pretty good to me, and it's also pretty flavorful. I find it ironic that Kangor's apprentice is bigger than Kangor himself, but looking besides that, the wording of Denton should be "your Mechs have Lifesteal this game" (like Frost Lich Jaina), as the current wording follows the effects of cards that effect your board and you wouldn't have any Mechs on your board at the start of the game. I am a fan of simple, but interesting designs when I see them, though Schematics Runner seems maybe a bit too boring. It also looks underpowered compared to Baleful Banker and Manic Soulcaster. Speaking of which, you'd probably just play Baleful Banker instead.
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This is the first idea that came to my mind, but I wonder if it looks too OP.
The idea is to build a midrange mech paladin around it. I would like to know if you see this like something too powerfull, specially played on curve after Mechano-Egg.
This feels inefficient. On top of being weaker stat-wise than I think it needs to be for its mana cost, you're still probably going 2-for-1 against your opponent, spending this card and your Mech to deal with their one threat while maybe damaging another minion (ideally killing it and going 2-for-2, which is...better, not great, still very fair), or getting in some extra face damage at least. And playing it with a fresh Mech on the same turn is even worse, since you're basically spending 3 more Mana for +1/+2 on Skaterbot. You could probably get away with making it a 2/4, or lower it to 3 mana.
I....totally forgot Baleful Banker was a thing! Boy is my face red! I mean, I also forgot Manic Soulcaster but that was a year ago, two years since Standard relevance, the Banker was literally the expansion that started this year. Still, Schematics Runner's probably not the card I'm going to go forward with...although, I did have another version in mind that was slightly more costly (say, 5 mana), significantly stronger (4/6), and shuffled a copy of all friendly Mechs into the deck. Would that be worth exploring, or should the focus be more on Pit Crewman or Denton?
As for the Demolition Expert, I don't think you have to worry too much about the 2-mana slot. You don't need to run all the synergy cards to make a synergistic deck work; Bomb Toss and Whirliglider are "for lack of anything better" tech, and the Demo Goblin would make for a good replacement... Although, if you wanted to commit to the theme, you'd probably want to play the Demo Goblin later in the game when you've got more targets to hit. And an emergency 3-mana 2/2 is incredibly worse than a 2-mana 2/2. So...what if you instead upped the cost (and stat-line, appropriately) and gave that new Deathrattle to all friendly Mechs?
Skaterbot with +1 Attack for +1 Mana, +3 Attack if you remember not to run this in, first. Very fair, decent, not sure what to suggest for Balance while still keeping the core of the card idea, but it still feels like a reprint, overall. Maybe you could push it further, make it stronger but more expensive, rather than fulfilling the cheap niche. Although, that said, I do love the image of a Mech hopping into the goblin's sidecar and then detaching to crash into the enemy, first, that is so on brand, it's great.
"except mech" should say "except Mechs" (capital M and pluralized).
Same as above for "the next two mechs". Capitalize the M in Mechs.
"Zero" should be "(0)". Effects that refer to a card's Cost always write it out like this.
In addition to that, the effect seems extremely powerful. The effect doesn't specify the turn, so it appears that you can play this and wait, although you probably won't wait if they cost 0 anyway. I imagine it could used to cheat out high-Cost Mechs. Although there aren't many in Standard, there are still quite a few in Wild.
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Click the image to go to my custom Time Traveler class.
This is the first idea that came to my mind, but I wonder if it looks too OP.
The idea is to build a midrange mech paladin around it. I would like to know if you see this like something too powerfull, specially played on curve after Mechano-Egg.
These are both solid!
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Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
It's very late already so I won't review any cards for now, though I gotta say - and you could probably tell it even if I didn't - the idea for Aboom came to me after I saw linkblade91's card, so I guess you could think of this as positive feedback. They are not very similar apart from drawing inspiration from the same source, but if that bothers you just say it and I won't submit the card.
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
I think it's not OP, as the card is pretty expensive and the effects are not so great unless you have a big board.
However, I find it weird that you have a pool of four options for a Discover effect. I'd rather remove one of the cards (probably Tower of Storm) or add a fifth tower.
Also, you shouldn't use images from the game, as it's a bit ugly. Try to find an artwork.
Great ideas so far (personal favorite is Linkblade91s Dr. Boom, however, i agree that a new art should be found :) )
My idea started as a tri-class card (hunter, pala, warrior obviously) but I think that tri-class cards are probably done with.
Any thoughts?
Does this affect to all Mechs in your hand or just the Magnetic ones?
Anyway, my original idea was going to be a minion that gives all Mechs in your hand Magnetic, but it's too similar to other ideas in this thread, so I'll keep trying to come up with a more original effect.
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
I think it's not OP, as the card is pretty expensive and the effects are not so great unless you have a big board.
However, I find it weird that you have a pool of four options for a Discover effect. I'd rather remove one of the cards (probably Tower of Storm) or add a fifth tower.
Also, you shouldn't use images from the game, as it's a bit ugly. Try to find an artwork.
Great ideas so far (personal favorite is Linkblade91s Dr. Boom, however, i agree that a new art should be found :) )
My idea started as a tri-class card (hunter, pala, warrior obviously) but I think that tri-class cards are probably done with.
Any thoughts?
Does this affect to all Mechs in your hand or just the Magnetic ones?
Anyway, my original idea was going to be a minion that gives all Mechs in your hand Magnetic, but it's too similar to other ideas in this thread, so I'll keep trying to come up with a more original effect.
Sadly i don't think anyone made a drawing or something of this guy and his towers. I could put generic engineer pictures and generic metal towers, but it loses it's connection with the wow universe. I made 4 towers because there are 4 in wow. I could make it like Kalimos, where you choose from 4 options.
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
I think it's not OP, as the card is pretty expensive and the effects are not so great unless you have a big board.
However, I find it weird that you have a pool of four options for a Discover effect. I'd rather remove one of the cards (probably Tower of Storm) or add a fifth tower.
Also, you shouldn't use images from the game, as it's a bit ugly. Try to find an artwork.
Great ideas so far (personal favorite is Linkblade91s Dr. Boom, however, i agree that a new art should be found :) )
My idea started as a tri-class card (hunter, pala, warrior obviously) but I think that tri-class cards are probably done with.
Any thoughts?
Does this affect to all Mechs in your hand or just the Magnetic ones?
Anyway, my original idea was going to be a minion that gives all Mechs in your hand Magnetic, but it's too similar to other ideas in this thread, so I'll keep trying to come up with a more original effect.
Thanks for the comment, mate. The intention is that only Magnetic Mechs can magnetize, so i think the wording should reworkede to be: "You can Magnetize onto ANY friendly minion. "
My first idea:
The chosen minion can still attack normally so this acts as a kind of limited Windfury, or Rush if the mech was played that turn.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I don't see how I admitted to anything, but moving on from that, I like this idea better anyway.
I didn't originally want to make it 3 mana because 3 mana is the most bloated spot for Hunters where there's a LOT of competition, but I made it 3 mana because it was the spot that made the most sense for it. At 2 mana, we already have Bomb Toss, Whirliglider, and Fireworks Tech for this sort of thing. At 4 mana, we have Explodinator. 3 makes the most sense because it has no Goblin Bomb support, except for arguably Spider Bomb.
Click the image to go to my custom Time Traveler class.
Had a couple of ideas for this particular theme. If Hunter's Fireworks Tech were to set a precedent for their mechs, what would Paladin and Warrior give?
The Pit Crewman is the simplest, and probably needs refinement on its theme (for art and name), but also the most honest and straightforward, a way to keep your big mechs going after getting into a few scraps. Denton's condition I'm still trying to work out. Don't want it to just be "Battlecry: Give your Mechs Lifesteal," but is narrowing the decklist to "Kangor's Endless Army" plus 2 too restrictive? And as for the Schematic Runner, I figured Control Warrior running Dr. Boom, Mad Genius might like a little something in those "Control vs Control" match ups where you think you might be getting into Fatigue, and want to delay the clock, or at least keep your draw mechanics from being more harm than good. Plus, if you can target a particularly Magnetized mech, it might make a good late game topdeck.
Any of these interesting enough to keep refining?
"Hop on! Lemme give ya a ride!"
The idea is that a Mech gets in the Zoomer with the goblin and it gets +2 attack and Rush, until the Zoomer blows up, of course.
Balance tips?
I for one like how you're exploring Mech synergy for Paladin and Warrior. Pit Crewman seems pretty good to me, and it's also pretty flavorful. I find it ironic that Kangor's apprentice is bigger than Kangor himself, but looking besides that, the wording of Denton should be "your Mechs have Lifesteal this game" (like Frost Lich Jaina), as the current wording follows the effects of cards that effect your board and you wouldn't have any Mechs on your board at the start of the game. I am a fan of simple, but interesting designs when I see them, though Schematics Runner seems maybe a bit too boring. It also looks underpowered compared to Baleful Banker and Manic Soulcaster. Speaking of which, you'd probably just play Baleful Banker instead.
Click the image to go to my custom Time Traveler class.
Your card cannot be a Mech.
This feels inefficient. On top of being weaker stat-wise than I think it needs to be for its mana cost, you're still probably going 2-for-1 against your opponent, spending this card and your Mech to deal with their one threat while maybe damaging another minion (ideally killing it and going 2-for-2, which is...better, not great, still very fair), or getting in some extra face damage at least. And playing it with a fresh Mech on the same turn is even worse, since you're basically spending 3 more Mana for +1/+2 on Skaterbot. You could probably get away with making it a 2/4, or lower it to 3 mana.
I....totally forgot Baleful Banker was a thing! Boy is my face red! I mean, I also forgot Manic Soulcaster but that was a year ago, two years since Standard relevance, the Banker was literally the expansion that started this year. Still, Schematics Runner's probably not the card I'm going to go forward with...although, I did have another version in mind that was slightly more costly (say, 5 mana), significantly stronger (4/6), and shuffled a copy of all friendly Mechs into the deck. Would that be worth exploring, or should the focus be more on Pit Crewman or Denton?
As for the Demolition Expert, I don't think you have to worry too much about the 2-mana slot. You don't need to run all the synergy cards to make a synergistic deck work; Bomb Toss and Whirliglider are "for lack of anything better" tech, and the Demo Goblin would make for a good replacement... Although, if you wanted to commit to the theme, you'd probably want to play the Demo Goblin later in the game when you've got more targets to hit. And an emergency 3-mana 2/2 is incredibly worse than a 2-mana 2/2. So...what if you instead upped the cost (and stat-line, appropriately) and gave that new Deathrattle to all friendly Mechs?
Skaterbot with +1 Attack for +1 Mana, +3 Attack if you remember not to run this in, first. Very fair, decent, not sure what to suggest for Balance while still keeping the core of the card idea, but it still feels like a reprint, overall. Maybe you could push it further, make it stronger but more expensive, rather than fulfilling the cheap niche. Although, that said, I do love the image of a Mech hopping into the goblin's sidecar and then detaching to crash into the enemy, first, that is so on brand, it's great.
Thoughts? You are supposed to buff Timmy and he'll make your Mechs bigger! (Also would this be allowed? Idk)
Ran into a few problems:
Click the image to go to my custom Time Traveler class.
How ‘bout this one? I made it above the vanilla statline, since you have to play non-Magnetic Mechs twice:
These are both solid!
Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
Deleted
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
It's very late already so I won't review any cards for now, though I gotta say - and you could probably tell it even if I didn't - the idea for Aboom came to me after I saw linkblade91's card, so I guess you could think of this as positive feedback. They are not very similar apart from drawing inspiration from the same source, but if that bothers you just say it and I won't submit the card.
Great ideas so far (personal favorite is Linkblade91s Dr. Boom, however, i agree that a new art should be found :) )
My idea started as a tri-class card (hunter, pala, warrior obviously) but I think that tri-class cards are probably done with.
Any thoughts?
I am guessing this doesn't affect Magnetized Mechs, right? Anyway, cool card.
I think it's a bit weak, as you are forced to pay twice the cost of the Mech.
I think it's not OP, as the card is pretty expensive and the effects are not so great unless you have a big board.
However, I find it weird that you have a pool of four options for a Discover effect. I'd rather remove one of the cards (probably Tower of Storm) or add a fifth tower.
Also, you shouldn't use images from the game, as it's a bit ugly. Try to find an artwork.
Does this affect to all Mechs in your hand or just the Magnetic ones?
Anyway, my original idea was going to be a minion that gives all Mechs in your hand Magnetic, but it's too similar to other ideas in this thread, so I'll keep trying to come up with a more original effect.
Sadly i don't think anyone made a drawing or something of this guy and his towers. I could put generic engineer pictures and generic metal towers, but it loses it's connection with the wow universe. I made 4 towers because there are 4 in wow. I could make it like Kalimos, where you choose from 4 options.
Thanks for the comment, mate. The intention is that only Magnetic Mechs can magnetize, so i think the wording should reworkede to be: "You can Magnetize onto ANY friendly minion. "
I wanted to make a simple card, but spice things up by putting card in a Druid class. What do you say?